Sometimes the most frustrating thing about being a GM is not knowing if your players are making a joke, or if they really are clueless.
As a GM, in order to keep the game moving forward, you sometimes have to use executive power and override player freedom. This will be met with resistance, and it’s a delicate balance to maintain. The power can be used too much or abused, and that usually spells death for the game. Throw the player a bone and give them the illusion of a savings throw.
And to translate the last frame: "Savings roll, Bitch!"
Most of the time players gloss over their character bios. They usually jot down one or two lines of generic backstory and focus more on the here-and-now, then fill in their history as it’s convenient. What’s fun is when a player totally blows off the bio and makes up some ridiculous back story. Wedging it into the game repeatedly makes the game even more fun for both the GM and players. Except for the player with the bad back story, that is.
Players fear no authority figure. Most of the time. A good GM will make it clear that player actions have consequences, and sometimes those consequences lead to rolling a new character. As a GM, sometimes you have to lay down the law to your players. Let them know who’s in charge. There’s a fine line to this though, players aren’t overly attached to beginning characters, and you risk killing the game altogether when you kill off a character.